SRW Drafts

Last Update:

VER 9 – Super Robots & Kaiju now play the same as their Real Robot counterparts. The Power stat (Havoc for Kaiju and Super Heavy) will instead be used to provide an upgrade to your attacks.

Core Combat Rules

These rules contain everything you need to play the game. All you need are 10 sided dice, a table to play on, a small tape measure and some models to represent your units.

Yuusha / Braves Series – Mecha Profiles


The goal is to see how the new units stack up against larger armies.

For the narrative behind the battle, this is a Super Robot Wars style universe where several different series all co-exist in the Earth Sphere. A military base has been zonderized and it is up to the Braves to stop the rampaging machines.

Player 1 will select one of the following forces:

  • GaoGaiGar (500pts), Big Volfogg (300pts), HyoRyu (100pts) and EnRyu (100pts)
  • GaoGaiGar (500pts) & King Exkaiser (500pts)

Player 2 will select one of the following forces:

  • Zonderized Federation (1000pts)
    • 10x GMs (40pts each)
    • 2x Guncannon Mass Produced (50pts each)
    • 2x Full Armor Gundam (250pts each)
  • Zonderized Zeon (1000pts)
    • 10x Zaku II (30pts each)
    • 5x Dom (100pts each)
    • 2x Gouf (100pts)

You can use any size figures for your tabletop units, you can also use proxy figures or even loose change as long as you are consistent make it clear what each unit is to your opponent. Below is a photo of a sample battle using gashapon (capsule toys) from GaoGaiGar and Mobile Suit Gundam (1/400 collection).

GGG versus Zonderized Federation

Here’s a photo showing larger models using the Super Robot Chogokin (SRC) for GaoGaiGar, Super Minipla for King J-Der. The Gundam figures used were the Standart and Ultimate Operation line which are ~4″ tall.


Setting up the Game

  • Gather 5 objects to be Control Points. These can be specific terrain, disabled mecha, bottle caps, loose change, 3D printed objects, or whatever you have handy.
  • The first Control Point is placed dead center of the board.  The remaining four Control Points are placed in the center of each quadrant of your game board.

Capturing the Point

  • The first unit who gets within 3” of the point captures it.
    • Remove it from the field and that player gains +1 Momentum.


  • Setup a tabletop battlefield approximately 36″ by 36″.
  • Each player chooses one edge of the battlefield to deploy.
  • Your units may deploy a distance away from the table edge equal to their Sensors range.

Scoring Primary Objectives

  • After 5 rounds the battle is concluded
  • When you destroy a unit gain VP equal to its Frame Level (1–5)
    • Enemy units with <50% HP are worth ½ their Frame Level (round up) in VP.
  • When you destroy a unit gain VP equal to the Pilot Tier (0–2)
  • Gain +3 VP if you destroy the enemy Commander

Losing Victory Points

  • Unacceptable Casualties:  Lose 2 VP for every Ace Pilot (Tier 2) lost in battle
  • Lost a Prototype:  Lose 2 VP for every Frame Level 4+ Unit lost in battle

After Action Report

Feedback is very helpful when it comes to balancing the game and developing new mecha profiles. Here is a google forms link to provide feedback on any games of MechaStellar you have played. Feel free to elaborate on any questions at the end of the feedback form.

We do not collect email addresses to fill out the form. If you do want to add your email address there is a spot on the final question so you can be added to the mailing list for any future playtests of draft units and scenarios.

You can also give a response in the thread or shoot us an email (found at the end of the Core Rules pdf). If you prefer forums we have an active thread on both dakkadakka and mechatalk, as well as social media pages as well which are listed at the bottom of the game downloads page.